Multi Farming Script - professional ESX script with custom features and optimized performance for FiveM servers Compatible with ESX framework.
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Transform your FiveM server into a thriving agricultural economy with the Multi Farming Script, a comprehensive farming solution supporting multiple crop types, realistic growth mechanics, and deep player progression. This advanced script brings authentic farming gameplay to your server with wheat fields, vegetable gardens, fruit orchards, and greenhouse operations. Perfect for roleplay servers seeking realistic economic diversity beyond traditional criminal activities.
You're getting a full-featured farming ecosystem with 7+ crop varieties (wheat, corn, tomato, potato, carrot, lettuce, strawberry), multi-stage growth system with visual progression, farming tools with durability mechanics, quality rating system affecting crop value, weather and seasonal effects, configurable farming zones, shop integration for supplies, and a complete player progression system with 100 farming levels. The package includes pre-configured farming locations at Grapeseed Farm, Sandy Shores, and Paleto Bay Greenhouse.
Players visit farming supply shops located at configurable coordinates to purchase seeds, farming tools, and supplies. Each tool has durability - the hoe is used for tilling soil, the watering can must be refilled periodically, and fertilizers boost growth speed while pesticides prevent disease.
When entering a designated farming zone, players access the farming menu through target system (ox_target/qb-target) or by pressing a key near zone markers. The menu shows available plots, current planted crops, and farming statistics. Players select an empty plot and choose which crop to plant from available seed inventory.
Once planted, crops enter the growth cycle with visual stages. The script spawns actual plant props that change appearance as they mature - starting as small sprouts, growing into mid-stage plants, then becoming harvestable mature crops. Players must water plants regularly (indicated by UI notifications) and can use fertilizer to accelerate growth by 20-50% depending on configuration.
Weather and seasons significantly impact farming. Rain automatically waters all crops and provides growth bonuses. Summer sun speeds tomato growth but stresses leafy vegetables. Spring is optimal for most crops while winter restricts outdoor farming to greenhouses only. The pest system randomly triggers infestations requiring pesticide treatment within a time limit or crops suffer reduced quality and yields.
When crops reach full maturity, players harvest them receiving items directly to inventory. The quality system calculates final value based on multiple factors: proper watering frequency, fertilizer usage, weather conditions, season match, player farming level, and whether pests were handled promptly. Quality ranges from 0.1x (neglected crops) to 2.0x (perfect conditions) multiplied against base crop value.
Harvested crops are sold at designated NPC locations or player-owned businesses. The dynamic pricing system adjusts values based on server-wide supply - if everyone grows wheat, prices drop. Rare crops like strawberries command premium prices. Quality ratings directly impact final payment, rewarding skilled farmers.
This isn't a basic press E to pick vegetables script - it's a complete farming simulation rivaling standalone farming games. The multi-stage growth system with actual visual progression creates genuine investment in crops. Players check on their plants throughout the day, creating natural return visits and server retention.
The quality system rewards skill over grinding. A level 1 farmer can grow wheat, but achieving 2.0x quality requires understanding weather patterns, seasonal advantages, optimal watering schedules, and pest prevention. This skill ceiling keeps farming engaging long-term rather than becoming repetitive button mashing.
The greenhouse system creates interesting economic gameplay - greenhouse plots are limited and premium priced, but enable year-round farming of summer crops in winter. This creates competition for prime greenhouse space and economic decisions about where to invest farming capital.
What truly differentiates this script is the interconnected systems. Weather affects growth which impacts quality which determines profitability. Seasons restrict crops forcing diversification. Pests create risk requiring insurance (extra pesticides). The 100-level progression provides months of advancement goals. It's a complete profession system, not just a money-making minigame.
Server developers can easily create custom crops by adding entries to the crops table in config.lua - define growth stages, time per stage, seasonal preferences, minimum/maximum harvest yields, sell prices, and required farming level. The modular design allows integration with restaurant scripts, market stalls, and business systems through included exports and events.
The comprehensive admin panel (/farmingadmin command) provides server management capabilities: view all active crops on the server with owner information and growth status, mass-remove abandoned plants from inactive players, manually set server weather and season for events, view leaderboards of top farmers, reload configuration without restarting, and access performance monitoring showing resource usage and player counts.
Farming provides therapeutic, low-stress gameplay contrasting with high-intensity crime and police roleplay. It's perfect for players who want to roleplay peaceful rural life while still engaging with server economy. The progression system and quality mechanics create genuine skill expression - veteran farmers produce noticeably better yields than beginners. The community aspect emerges naturally as farmers share tips about optimal crop rotations, compare harvest screenshots, and compete for quality records.
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